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Camelot Unchained

Camelot Unchained 

General Discussion  » Foundational Principle #7: Crafting

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42 posts found
  Tadder

Novice Member

Joined: 2/16/13
Posts: 38

 
OP  2/22/13 12:21:29 PM#1

http://citystateentertainment.com/2013/02/foundational-principle-7/

 

Interesting ideas. I didn't quiet understand one aspect though. It sounds like the plan is to let people roll a "crafting class?" It sounds like there will be one basic crafter class that everyone roles and then they decide while playing that class which "trees" whether it be armorsmith, weaponsmith, furniture, etc that they go up?

Post-kickstarter, it would be great to see a list of crafting classes/professions that are envisioned for the initial funding, and what some might be for stretch goals. Architect!

  SyrixII

Novice Member

Joined: 11/23/10
Posts: 43

2/22/13 1:31:51 PM#2
Originally posted by Tadder

http://citystateentertainment.com/2013/02/foundational-principle-7/

 

Interesting ideas. I didn't quiet understand one aspect though. It sounds like the plan is to let people roll a "crafting class?" It sounds like there will be one basic crafter class that everyone roles and then they decide while playing that class which "trees" whether it be armorsmith, weaponsmith, furniture, etc that they go up?

Post-kickstarter, it would be great to see a list of crafting classes/professions that are envisioned for the initial funding, and what some might be for stretch goals. Architect!

I didn't get that impression. I got the impression that if you role one of these crafter classes, you will have access to armornsmith, weaponsmith, etc... The only limiting factor is the time investment, but NOT choosing a certain tree which locks you from others. Maybe I am wrong though. Maybe Mark will clarify it. However, How bad would it suck to roll a dedicated crafter class and then have to choose to lock yourself out of a HUGE portion of crafting for the sake or specializing. You've already locked yourself out of choosing one of the other RvR battle focused classes, so you should have the opportunity to craft any and everything (given the right time investment).

I dunno though. Let's hope he clarifies this "crafter class" for us.

  Smorak

Novice Member

Joined: 2/01/07
Posts: 62

What man is a man that does not make the world better?

2/22/13 1:57:22 PM#3
I hope there's a drummer boy class.  Or a quartermaster.  What about cooking?!  OMG.  Is there a machinist that works on carriages?  A candlemaker?  Will there be a politician profession?  Or a school teacher?
  Tadder

Novice Member

Joined: 2/16/13
Posts: 38

 
OP  2/22/13 2:04:00 PM#4
Originally posted by SyrixII
Originally posted by Tadder

http://citystateentertainment.com/2013/02/foundational-principle-7/

 

Interesting ideas. I didn't quiet understand one aspect though. It sounds like the plan is to let people roll a "crafting class?" It sounds like there will be one basic crafter class that everyone roles and then they decide while playing that class which "trees" whether it be armorsmith, weaponsmith, furniture, etc that they go up?

Post-kickstarter, it would be great to see a list of crafting classes/professions that are envisioned for the initial funding, and what some might be for stretch goals. Architect!

I didn't get that impression. I got the impression that if you role one of these crafter classes, you will have access to armornsmith, weaponsmith, etc... The only limiting factor is the time investment, but NOT choosing a certain tree which locks you from others. Maybe I am wrong though. Maybe Mark will clarify it. However, How bad would it suck to roll a dedicated crafter class and then have to choose to lock yourself out of a HUGE portion of crafting for the sake or specializing. You've already locked yourself out of choosing one of the other RvR battle focused classes, so you should have the opportunity to craft any and everything (given the right time investment).

I dunno though. Let's hope he clarifies this "crafter class" for us.

I'm fairly certain you're right from the discussion he had on making it increasingly harder to advance to the next skill tier or master all the crafting skills? Hopefully the increasingly difficulty is enough that only the insane die-hard crafters master everything.

  siphonz

Apprentice Member

Joined: 2/20/13
Posts: 9

2/22/13 2:39:17 PM#5
I agree with SyrixII, post-campaign I would love to see more about the plan for crafting. As much as I'm not a fan of any crafting in games, I always battle inner self until I break down & do it! It's nice to know that crafters will be a necessity..IMO

** Camelot-Unchained.net **

http://camelot-unchained.net CU's first unofficial discussion forum geared towards the CU fans only.

  madmossy

Novice Member

Joined: 3/17/07
Posts: 9

2/22/13 3:11:46 PM#6
/emote prays for ninja with knitting needles!
  Hokibukisa

Novice Member

Joined: 3/25/06
Posts: 190

2/22/13 3:14:01 PM#7
Originally posted by SyrixII
Originally posted by Tadder

http://citystateentertainment.com/2013/02/foundational-principle-7/

 

Interesting ideas. I didn't quiet understand one aspect though. It sounds like the plan is to let people roll a "crafting class?" It sounds like there will be one basic crafter class that everyone roles and then they decide while playing that class which "trees" whether it be armorsmith, weaponsmith, furniture, etc that they go up?

Post-kickstarter, it would be great to see a list of crafting classes/professions that are envisioned for the initial funding, and what some might be for stretch goals. Architect!

I didn't get that impression. I got the impression that if you role one of these crafter classes, you will have access to armornsmith, weaponsmith, etc... The only limiting factor is the time investment, but NOT choosing a certain tree which locks you from others. Maybe I am wrong though. Maybe Mark will clarify it. However, How bad would it suck to roll a dedicated crafter class and then have to choose to lock yourself out of a HUGE portion of crafting for the sake or specializing. You've already locked yourself out of choosing one of the other RvR battle focused classes, so you should have the opportunity to craft any and everything (given the right time investment).

I dunno though. Let's hope he clarifies this "crafter class" for us.

I think thats the point of the whole thing, just because you're a dedicated crafter doesn't make you a walmart, and you'll want to form a real crafting community.

I hope its more like I specialize at making a particular type of weapon, but I can still make other weapons very well, just not as well as some other guy who specializes in them. And hopefully this can change over time based on what you actually craft.

Would be even neater if instead of applying to a finished product that it applied to a particular component. Idk, craftings not really my thing, but for someone to be a walmart just cause they chose crafter would not really encourage cooperation or competition.

  Lore84

Novice Member

Joined: 2/15/13
Posts: 69

2/22/13 3:16:32 PM#8
Originally posted by Tadder

http://citystateentertainment.com/2013/02/foundational-principle-7/

 

Interesting ideas. I didn't quiet understand one aspect though. It sounds like the plan is to let people roll a "crafting class?" It sounds like there will be one basic crafter class that everyone roles and then they decide while playing that class which "trees" whether it be armorsmith, weaponsmith, furniture, etc that they go up?

Post-kickstarter, it would be great to see a list of crafting classes/professions that are envisioned for the initial funding, and what some might be for stretch goals. Architect!

This sounds like a very interesting system. Can't wait to see how well it is put into practice...crafing is a "throw away" dime-a-dozen thing in most MMO's but this type of system should really be something a bit more special.

One interesting thing i noticed was he said "spells will fade".....sounds like there should be a crafting tree for writing spells...

I like.

Ex-DAOC, Excalibur

  Eaderbreca

MMORPG.com Streamer

Joined: 4/04/12
Posts: 44

2/22/13 3:20:06 PM#9
Ahh that intrigues me too!

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  Jacobin

Advanced Member

Joined: 3/08/04
Posts: 698

2/22/13 3:23:40 PM#10

I agree the crafting classes section is somewhat vague.

I like what I am hearing about only getting items from crafters and nowhere else, and good crafters getting recognition for their work.

I am a little concerned when he talks about magical items which sounds like gear tiers or time played = skill.

  Ice-Queen

Hard Core Member

Joined: 1/02/08
Posts: 2463

"Always borrow money from a pessimist. They won't expect it back."

2/22/13 3:37:11 PM#11
Sounds good, and thank you for dyes!!!

What happens when you log off your characters????.....
http://www.youtube.com/watch?v=GFQhfhnjYMk
Dark Age of Camelot

  SyrixII

Novice Member

Joined: 11/23/10
Posts: 43

2/22/13 3:44:50 PM#12
Originally posted by Hokibukisa
Originally posted by SyrixII
Originally posted by Tadder

http://citystateentertainment.com/2013/02/foundational-principle-7/

 

Interesting ideas. I didn't quiet understand one aspect though. It sounds like the plan is to let people roll a "crafting class?" It sounds like there will be one basic crafter class that everyone roles and then they decide while playing that class which "trees" whether it be armorsmith, weaponsmith, furniture, etc that they go up?

Post-kickstarter, it would be great to see a list of crafting classes/professions that are envisioned for the initial funding, and what some might be for stretch goals. Architect!

I didn't get that impression. I got the impression that if you role one of these crafter classes, you will have access to armornsmith, weaponsmith, etc... The only limiting factor is the time investment, but NOT choosing a certain tree which locks you from others. Maybe I am wrong though. Maybe Mark will clarify it. However, How bad would it suck to roll a dedicated crafter class and then have to choose to lock yourself out of a HUGE portion of crafting for the sake or specializing. You've already locked yourself out of choosing one of the other RvR battle focused classes, so you should have the opportunity to craft any and everything (given the right time investment).

I dunno though. Let's hope he clarifies this "crafter class" for us.

I think thats the point of the whole thing, just because you're a dedicated crafter doesn't make you a walmart, and you'll want to form a real crafting community.

I hope its more like I specialize at making a particular type of weapon, but I can still make other weapons very well, just not as well as some other guy who specializes in them. And hopefully this can change over time based on what you actually craft.

Would be even neater if instead of applying to a finished product that it applied to a particular component. Idk, craftings not really my thing, but for someone to be a walmart just cause they chose crafter would not really encourage cooperation or competition.

Maybe, I really don't know. He left it vague. However, it's not about being a walmart, it sounds to me like you're giving up your ability to be effective in RvR battles in favor of crafting. If that is true, then forcing specialization also excludes yet even more content to the point that you have a character that can make a certain sword, but can't make great armor, can't make great siege or whatever, can't fight very well in RvR. So... you sit in town and hope and pray to god that someone needs that one sword you can make? Yes... I am way over exagerating my point. I am just trying to show why i think that if it is a dedicated crafter class, they should have full access to all crafting (given that they put in a tremendous amount of time investment). Which this is what i understood from the article. Mark seems to come accross that they will have access to all crafts but it will take them as long to get to that point as it would take anyone else to reach an end of the line in some other combat class progression (which could be several weeks or months... maybe even years).

  MarkJacobs

CEO City State Entertainment

Joined: 12/18/12
Posts: 408

2/22/13 4:03:22 PM#13
Originally posted by SyrixII
Originally posted by Hokibukisa
Originally posted by SyrixII
Originally posted by Tadder

http://citystateentertainment.com/2013/02/foundational-principle-7/

 

Interesting ideas. I didn't quiet understand one aspect though. It sounds like the plan is to let people roll a "crafting class?" It sounds like there will be one basic crafter class that everyone roles and then they decide while playing that class which "trees" whether it be armorsmith, weaponsmith, furniture, etc that they go up?

Post-kickstarter, it would be great to see a list of crafting classes/professions that are envisioned for the initial funding, and what some might be for stretch goals. Architect!

I didn't get that impression. I got the impression that if you role one of these crafter classes, you will have access to armornsmith, weaponsmith, etc... The only limiting factor is the time investment, but NOT choosing a certain tree which locks you from others. Maybe I am wrong though. Maybe Mark will clarify it. However, How bad would it suck to roll a dedicated crafter class and then have to choose to lock yourself out of a HUGE portion of crafting for the sake or specializing. You've already locked yourself out of choosing one of the other RvR battle focused classes, so you should have the opportunity to craft any and everything (given the right time investment).

I dunno though. Let's hope he clarifies this "crafter class" for us.

I think thats the point of the whole thing, just because you're a dedicated crafter doesn't make you a walmart, and you'll want to form a real crafting community.

I hope its more like I specialize at making a particular type of weapon, but I can still make other weapons very well, just not as well as some other guy who specializes in them. And hopefully this can change over time based on what you actually craft.

Would be even neater if instead of applying to a finished product that it applied to a particular component. Idk, craftings not really my thing, but for someone to be a walmart just cause they chose crafter would not really encourage cooperation or competition.

Maybe, I really don't know. He left it vague. However, it's not about being a walmart, it sounds to me like you're giving up your ability to be effective in RvR battles in favor of crafting. If that is true, then forcing specialization also excludes yet even more content to the point that you have a character that can make a certain sword, but can't make great armor, can't make great siege or whatever, can't fight very well in RvR. So... you sit in town and hope and pray to god that someone needs that one sword you can make? Yes... I am way over exagerating my point. I am just trying to show why i think that if it is a dedicated crafter class, they should have full access to all crafting (given that they put in a tremendous amount of time investment). Which this is what i understood from the article. Mark seems to come accross that they will have access to all crafts but it will take them as long to get to that point as it would take anyone else to reach an end of the line in some other combat class progression (which could be several weeks or months... maybe even years).

You would be correct. Because players can't easily level a crafter character by simply throwing money at it, I can design the system so it doesn't lock people out of additional skill trees like in most MMOs. Crafters will be able to specialize in multiple disciplines with time being the gating factor.

Mark Jacobs
CEO, City State Entertainment

  Hokibukisa

Novice Member

Joined: 3/25/06
Posts: 190

2/22/13 4:14:38 PM#14
Originally posted by SyrixII
Originally posted by Hokibukisa
Originally posted by SyrixII
Originally posted by Tadder

http://citystateentertainment.com/2013/02/foundational-principle-7/

 

Interesting ideas. I didn't quiet understand one aspect though. It sounds like the plan is to let people roll a "crafting class?" It sounds like there will be one basic crafter class that everyone roles and then they decide while playing that class which "trees" whether it be armorsmith, weaponsmith, furniture, etc that they go up?

Post-kickstarter, it would be great to see a list of crafting classes/professions that are envisioned for the initial funding, and what some might be for stretch goals. Architect!

I didn't get that impression. I got the impression that if you role one of these crafter classes, you will have access to armornsmith, weaponsmith, etc... The only limiting factor is the time investment, but NOT choosing a certain tree which locks you from others. Maybe I am wrong though. Maybe Mark will clarify it. However, How bad would it suck to roll a dedicated crafter class and then have to choose to lock yourself out of a HUGE portion of crafting for the sake or specializing. You've already locked yourself out of choosing one of the other RvR battle focused classes, so you should have the opportunity to craft any and everything (given the right time investment).

I dunno though. Let's hope he clarifies this "crafter class" for us.

I think thats the point of the whole thing, just because you're a dedicated crafter doesn't make you a walmart, and you'll want to form a real crafting community.

I hope its more like I specialize at making a particular type of weapon, but I can still make other weapons very well, just not as well as some other guy who specializes in them. And hopefully this can change over time based on what you actually craft.

Would be even neater if instead of applying to a finished product that it applied to a particular component. Idk, craftings not really my thing, but for someone to be a walmart just cause they chose crafter would not really encourage cooperation or competition.

Maybe, I really don't know. He left it vague. However, it's not about being a walmart, it sounds to me like you're giving up your ability to be effective in RvR battles in favor of crafting. If that is true, then forcing specialization also excludes yet even more content to the point that you have a character that can make a certain sword, but can't make great armor, can't make great siege or whatever, can't fight very well in RvR. So... you sit in town and hope and pray to god that someone needs that one sword you can make? Yes... I am way over exagerating my point. I am just trying to show why i think that if it is a dedicated crafter class, they should have full access to all crafting (given that they put in a tremendous amount of time investment). Which this is what i understood from the article. Mark seems to come accross that they will have access to all crafts but it will take them as long to get to that point as it would take anyone else to reach an end of the line in some other combat class progression (which could be several weeks or months... maybe even years).

Like I said, crafting is not for me. I would not be the one sacrificing my combat capabilities, but I did know others who played daoc that were willing to and enjoyed it. I think mark is aiming for that lot.

He realizes that such sacrifices aren't for everyone, I think thats why he entertains the possibility of PvE items if there aren't enough crafters of sufficient power, because it really isn't for everybody.

 

I think we can count on crafting being a hell of a lot more satisfying than in other games, mark is clearly a crafting junkie. Hopefully crafters will also be out in the thick of it too, on the front lines. Take a keep, and crafting quests open up.  Bring resources to the keep's strong box. Using resources from the keep's strongbox, forge improved items equipment for the guards. Build seige defenses. Integrating reactive and proactive crafting into RvR could make it very satisfying.

  Stiler

Novice Member

Joined: 10/19/05
Posts: 599

2/22/13 4:16:48 PM#15

Love what I'm hearing so far, nailed it on many points (How the AH in modern mmo's detracts from community, etc) and the need for items to decay and eventually buy new ones.

 

Also REALLY hoping visual customization for crafters gets it into the game.  The best system for this I would think would be a "layering" system.

Basically where the crafters can choose from various models/textures for the "base" look of the weapon (IE sword hilts, pommel or no pommel, crossguards/handles, blade shape, etc) and then once they pick those choices it creates the "base" model of the weaapon.

Then once you have this model allow the players to "layer" things onto the model via decals, from colors/materials, to etchings and other little designs onto the blade, and then things like jewels, etc on the hilt and what not.

For armour it's the same basic thing, allow different textures/models to be selected and pieced together, then allow the "layering" of things on top of this base model, such as colour of the armour, painting on the armour (many armours were painted historically, but over time it was lost/cleaned and people don't realize how colourful armor could really be), to etching, gilding, embossing, etc.

 

I don't know if anyone here played it, but the mmo action game, APB (All points bulliten) had an AMAZING customization system that used this kind of detail, from the clothing which you could add "decals" to, to tattoo's, and then on your vehicle. It had the most in-depth and customizible system of any game I've played to make something truly unique. If CU could even get close to that for weapons/armour it would be amazing.

 

Here are some videos showing it off:

http://www.youtube.com/watch?v=CmBrrrzSuWU

http://www.youtube.com/watch?v=exTIcI0n2P4

  Satarious

Advanced Member

Joined: 1/06/08
Posts: 1059

2/22/13 4:22:22 PM#16
Wow!  I'm loving how he's really living up to the "Unchained" part of the game title.  This is definitely different than you would find in any mmo game today.  I hope he applies this level of innovative freedom to the way RvR will work.  That's going to be the meat and potatoes of the game, after all.

http://www.youtube.com/watch?v=pWdd6_ZxX8c

  Benedikt

Tipster

Joined: 12/12/04
Posts: 1399

We live for The One, we die for The One.

2/22/13 4:27:05 PM#17

stiler: custom visuals have one more slight problem then usual programming/resources one - you have to make sure that people dont create visuals with things like copyrighted things (e.g. superman symbol), racist/offensive signs/inscriptions etc.

 

  Hokibukisa

Novice Member

Joined: 3/25/06
Posts: 190

2/22/13 4:33:15 PM#18

Also consider what steam's TF2 is doing, where players are allowed to make models and sell them to other TF2 players, and steam make's a cut of the profits.

By no means make it f2p, just saying it would add a lot to the economy and longevity of the game. Imagine if a system like that were set up in daoc, after 10 years of tens of thousands of possible item model creators, daoc might be the best looking mmo of all time if this were set up.

Could do the same thing with animations, faces, hair styles. Just not hats. Fucking draw the line at hats.

Such a system would have to be loremaster regulated so as to not have some bronies screw up the feel of the game.

 

And before you start doubting if something like this would work, well its no longer a debate based on theory. Gabe Newell has openly admitted defeat to player made content creation.

 

If an MMO could find a way to harness such a thing, the players themselves could make the game self-propelling and the devs could just lean back and reap the profits like valve is currently doing. :P

win/win/win

  MarkJacobs

CEO City State Entertainment

Joined: 12/18/12
Posts: 408

2/22/13 4:33:52 PM#19

Originally posted by Hokibukisa

Originally posted by SyrixII
Originally posted by Hokibukisa
Originally posted by SyrixII
Originally posted by Tadder

http://citystateentertainment.com/2013/02/foundational-principle-7/

 

Interesting ideas. I didn't quiet understand one aspect though. It sounds like the plan is to let people roll a "crafting class?" It sounds like there will be one basic crafter class that everyone roles and then they decide while playing that class which "trees" whether it be armorsmith, weaponsmith, furniture, etc that they go up?

Post-kickstarter, it would be great to see a list of crafting classes/professions that are envisioned for the initial funding, and what some might be for stretch goals. Architect!

I didn't get that impression. I got the impression that if you role one of these crafter classes, you will have access to armornsmith, weaponsmith, etc... The only limiting factor is the time investment, but NOT choosing a certain tree which locks you from others. Maybe I am wrong though. Maybe Mark will clarify it. However, How bad would it suck to roll a dedicated crafter class and then have to choose to lock yourself out of a HUGE portion of crafting for the sake or specializing. You've already locked yourself out of choosing one of the other RvR battle focused classes, so you should have the opportunity to craft any and everything (given the right time investment).

I dunno though. Let's hope he clarifies this "crafter class" for us.

I think thats the point of the whole thing, just because you're a dedicated crafter doesn't make you a walmart, and you'll want to form a real crafting community.

I hope its more like I specialize at making a particular type of weapon, but I can still make other weapons very well, just not as well as some other guy who specializes in them. And hopefully this can change over time based on what you actually craft.

Would be even neater if instead of applying to a finished product that it applied to a particular component. Idk, craftings not really my thing, but for someone to be a walmart just cause they chose crafter would not really encourage cooperation or competition.

Maybe, I really don't know. He left it vague. However, it's not about being a walmart, it sounds to me like you're giving up your ability to be effective in RvR battles in favor of crafting. If that is true, then forcing specialization also excludes yet even more content to the point that you have a character that can make a certain sword, but can't make great armor, can't make great siege or whatever, can't fight very well in RvR. So... you sit in town and hope and pray to god that someone needs that one sword you can make? Yes... I am way over exagerating my point. I am just trying to show why i think that if it is a dedicated crafter class, they should have full access to all crafting (given that they put in a tremendous amount of time investment). Which this is what i understood from the article. Mark seems to come accross that they will have access to all crafts but it will take them as long to get to that point as it would take anyone else to reach an end of the line in some other combat class progression (which could be several weeks or months... maybe even years).

Like I said, crafting is not for me. I would not be the one sacrificing my combat capabilities, but I did know others who played daoc that were willing to and enjoyed it. I think mark is aiming for that lot.

He realizes that such sacrifices aren't for everyone, I think thats why he entertains the possibility of PvE items if there aren't enough crafters of sufficient power, because it really isn't for everybody.

 

I think we can count on crafting being a hell of a lot more satisfying than in other games, mark is clearly a crafting junkie. Hopefully crafters will also be out in the thick of it too, on the front lines. Take a keep, and crafting quests open up.  Bring resources to the keep's strong box. Using resources from the keep's strongbox, forge improved items equipment for the guards. Build seige defenses. Integrating reactive and proactive crafting into RvR could make it very satisfying.

Yeah, I've spent a fair amount of time crafting in other games and looking at their systems. Your description of the action around a keep (or perhaps a dungeon, hmmm?) is one of the ways I want to integrate crafting into RvR.

Thanks, as always, for the compliments.

Originally posted by Stiler

Love what I'm hearing so far, nailed it on many points (How the AH in modern mmo's detracts from community, etc) and the need for items to decay and eventually buy new ones.

 

Also REALLY hoping visual customization for crafters gets it into the game.  The best system for this I would think would be a "layering" system.

Basically where the crafters can choose from various models/textures for the "base" look of the weapon (IE sword hilts, pommel or no pommel, crossguards/handles, blade shape, etc) and then once they pick those choices it creates the "base" model of the weaapon.

Then once you have this model allow the players to "layer" things onto the model via decals, from colors/materials, to etchings and other little designs onto the blade, and then things like jewels, etc on the hilt and what not.

For armour it's the same basic thing, allow different textures/models to be selected and pieced together, then allow the "layering" of things on top of this base model, such as colour of the armour, painting on the armour (many armours were painted historically, but over time it was lost/cleaned and people don't realize how colourful armor could really be), to etching, gilding, embossing, etc.

 

I don't know if anyone here played it, but the mmo action game, APB (All points bulliten) had an AMAZING customization system that used this kind of detail, from the clothing which you could add "decals" to, to tattoo's, and then on your vehicle. It had the most in-depth and customizible system of any game I've played to make something truly unique. If CU could even get close to that for weapons/armour it would be amazing.

 

Here are some videos showing it off:

http://www.youtube.com/watch?v=CmBrrrzSuWU

http://www.youtube.com/watch?v=exTIcI0n2P4

APB is actually one of the games I haven't checked out, I'll have to do so. That amount of customization sounds like fun but, as always, the key for us is going to be the effect on FPS. Nothing is more important than that to us. Thanks for the tip.

Originally posted by Satarious
Wow!  I'm loving how he's really living up to the "Unchained" part of the game title.  This is definitely different than you would find in any mmo game today.  I hope he applies this level of innovative freedom to the way RvR will work.  That's going to be the meat and potatoes of the game, after all.

Thanks. The artisan stuff is pretty cool too. I really am eagerly awaiting player reaction to that one, it should be interesting to say the least.

Originally posted by Benedikt

stiler: custom visuals have one more slight problem then usual programming/resources one - you have to make sure that people dont create visuals with things like copyrighted things (e.g. superman symbol), racist/offensive signs/inscriptions etc.

 

Yep, that's a major problem if the system is too free-form along with the FPS problem. Stuff like that can really add up in large-scale battles which is why we have to be both careful and clever.

Mark Jacobs
CEO, City State Entertainment

  Burgundus

Novice Member

Joined: 2/22/13
Posts: 23

2/22/13 5:05:50 PM#20

I like the plans.  I've been lurking several weeks reading about the plans and like them.

As a crafter that's tried and gotten frustrated at many of the MMORPG systems, I agree that there needs to be some sort of methodology that makes the top gear needed (more than once).  I don't think it needs to be as drastic as Eve's, and what I read sounds about right.  The problem I always ran into with crafting either weapons or armor or the like, was the top end gear was better than what I had and once someone got the piece of armor, and it was never needed again.  I almost always turned to crafting consumable as those were really the only things in demand at high level.  It is/was very frustrating to level my crafting to find out that I can't really make things that people don't really need.  I'm glad that will be addressed even if it makes some upset that their gear wears down over time.

I would like to see my "house" that is a shop, and even npcs or an order board (could be at the shop and not server wide) where they can sell my inventory if I'm not on or place orders.  I think my trusty secretary, order manager, or assistant could help that aspect of my business out.

I saw that shops in guild areas were TBD, and would really encourage that being there.

I would probably prefer if my character could be both a crafter and warrior, but requires the time to grow as discussed (similar to Eve I suppose), but it isn't a deal breaker for me.  I might have read it wrong, but I go the impression that the crafting class was separate from the fighting classes.  The way I see it is it is either way it would be time spent on an alt or on the character that can do both.  Since it is the time and skill being spent, I don't see it needing to be a whole separate class.  Again, I see the other side of making it just a crafting character.

Thanks for the update, and I look forward to reading the detailed artisan one also.

 

Burgy

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